About this blog
This journal documents the digital travels of one known as redocami.
Entries in this blog
Phase 1: Application window
Step 1: OGRE Window
The object of this project is to open a window using OGRE in either OpenGL or DirectX. This should be able to be ported from windows to any other platform rather easy.
Step 2: OGRE / UI [With Beta GUI 2 and / or QuickGUI]
This project will extend from the previous, adding UI features. It will have a window, 2D graphic, a button, and static text.
Step 3: OGRE / UI / OpenAL
This project will extend from the previous, adding Audio. It will have a button which you press, which activates a sound.
Phase 2: Environments and Entities
Step 1: OGRE basic 3D Graphics
This project will extend from the previous, adding 3D Graphics. It will load a mesh object as well as a camera into the scene.
Step 2: OGRE basic Animations
This project will extend from the previous, adding Animation. It will animate an Entity/Node object in the scene.
Step 3: OGRE basic PhysX
This project will extend from the previous, adding Physics. It will implement the various PhysX interactions along with OGRE. Rigid body, Cloth, and liquid physics interactions will be implemented.
Step 4: OGRE basic Particles
This project will extend from the previous, adding Particles. Basic particle formations will be implemented, Fire interacting with the wind.
Phase 3: Interactive
Step 1: Responsive OGRE Entities
This project will extend from the previous, adding Input control. The camera will be able to move using the specified keys. The entity will be a child node of the camera, and will animate according to which ever state it is in.
Step 2: Artificial Intelligent OGRE Entities
This project will extend from the previous, adding Artificial Intelligence. There will be a second entity loaded into the scene, which will patrol a list of points. When the player controlled entity comes to close to the AI controlled entity's AI State will change to follow, and it will follow the player controlled entity.
Step 3: Script Responsive OGRE Entities
This project will extend from the previous, adding AI scripting. The AI will be able to read a list of states and scripted reactions to follow once they enter the respective state.
Phase 3: Networking
Step 1: Server app
The object of this project is to create a server application. It will accept request from the next project via a network connection.
Step 2: Client app
This project will complete the previous project. The two will be able to send text messages to and from each other.
Step 3: P2P
This project will extend from the previous, adding Peer 2 Peer connection. This will allow two clients application to connect directly to one another. Thus limiting the amount of resources wasted on the server.
Step 4: Basic networked OGRE Environment
This project will combine the end product of Phase 2 and Phase 3 together. This will be a networked 3d game engine. Using the work from the previous project, we will have a server app which announces the connected characters, their stats, their states, and their positions. The client apps will be able to connect to the server, receive the announcement information and update the OGRE environment.
Phase 4: Development Tools
Step 1: OGRE UI form Editor
This project will give you the tools to build, save, and load UI forms.
Step 2: World Editor
This project will give you the tools to load, scale, position, rotate, and script entities into a scene. Also giving you the ability to save, and load the scene.
Step 3: Script Editor
This project will give you the tools to build, save, and load scripts conditions and reactions to be used inside the OGRE game engine.
Step 4: Game Deployment Wizard
This project will give you the tools to package the files saved from the previous projects into an organized zip format package, along with the core components from the previous phases. The game will be able to be burnt onto a disc or downloaded at this time.
Concurrent Phase: Content Development
The following will either be done on a different schedule during or after completion of all of the previous projects, or contracted out at cost to a contractor.
o 2D Concept Art
o 2D Context Art
o Background music
o Voice effects
o Ambient sound Effects
o State Sound effects
o 3D Models
o Story Plot
o Story Characters
Yes, things did hit the fan. I am forced to put the last project on hold. YET AGAIN =[
I have come to the relisation that if you spend all your time developing tools that work better then what you may have now, so that you can make a better game, YOU NEVER GET TO MAKE THE GAME. There a tools eficient enough out there right now to get the job done. While we can improve upon them later, right now it isnt cost effective. Time to move onto the GAME!
OK it has been a few days and a lot has happened. My development team and I have mad some progress, but I still can not tell you guys too much. If you really want to know you can visit our forum page. There you can also join our development team, even if you are not a programmer. I can tell you some juicy details. We are currently making a 3D game, it is a social game similar to second life. We are using visual Basic.NET, and Irrlicht.NET. Again, Just a reminder that this is an open project, so if you are interested in being apart of this project you are invited to join.
I have created a forum for my deveopment team, Here
It has been 10 days sence my last entry, Work has been crazy! I have actually canceled my hangman project, but the string class seems to be a partial success. The reason I have decided to cancel the project is because I actually prefer the standard string class, and do not have enough interest in re-designing something I wouldnt need. Why fix it if it is not broken ... right? I am Now working on a project with a team of 4 people, which I cant say too much about. I will be posting updates and the executable for everyone here to use.
It will be made in Visual basic .Net version 2005, along with irrlicht. It will send info to and from the server - client via winsock. Until It is done I cannot actually reveal much more then this. If you are interested in joining our dev team, you are more then welcome. Send me a PM if you are interested! Talk later guys!
I have been working this weekend but I have the next 3 days off and will be mainly working on my implementations of my stringnode class. I was planning on using the irrlicht graphics engine to help with my hangman demo. I came across a engine called Ogre, and I read what was posted on this site and it looks as if it might actually be better then irrlich. I dont know how easy it is to implement though (have yet to look at the wikki and tutorials). I would like to hear from some people though ... Is it better or easier. What are some pros and cons. either way, I plan on making a full functional engine on my own. I am ussing either irrlicht or ogre just for freeware and demos (mainly to help speed up development).
There is another thing I was wondering. I was thinking about making a photoshop like application (a top secret project actually). It would manipulate images stored in either png or bmp (or a format with capabilities of at least 1 alpha channel). I was wanting to not only read the image pixel by pixel (red, green, blue, alpha channels), but also write pixel by pixel. Any one have any ideas or experience with doing such things?
Other then that life is good. I think things are actually going to be working just fine. Hope to have a reatail game either at the end of this year or the beginning of next year. I will hear from you guys latter.
well I have decided what I will be doing next. I have created a string node class, and I would like to test out the implementations of it in a demo game of Hang man. I will be using irrlicht to do mainly every thing, this is really just testing my new class objects. It will be 2D using some sprites of the actual hangman. Again, just a demo ... nothing retail so it wont be mind blowing. I am kind of excited to moving so quickly however. I will post a link when it is finished in about a week to a week and a half ... I have to work this weekend.
After this I plan on making a geometry/triganometry header file and make a demo game to test out it's implamentations. I will keep you guys posted.
Well I was coding a node like structure which I will use as a base object to derive more complex objects in my game engine. This will allow all of them to be organised in the same manner, giving me one interface to control all objects.
I coded this and got rid of all of the syntax errors, but now I get an error which says ...
(Visual Studio 8)
------ Build started: Project: node, Configuration: Debug Win32 ------
NodeTree.obj : error LNK2019: unresolved external symbol "public: __thiscall NodeTree::~NodeTree(void)" (??1NodeTree@@QAE@XZ) referenced in function _main
NodeTree.obj : error LNK2019: unresolved external symbol "public: __thiscall NodeTree::NodeTree(void)" (??0NodeTree@@QAE@XZ) referenced in function _main
MSVCRTD.lib(crtexew.obj) : error LNK2019: unresolved external symbol _WinMain@16 referenced in function ___tmainCRTStartup
Debug\NodeTree.exe : fatal error LNK1120: 3 unresolved externals
Build log was saved at "*comented out for public use in the forum*"
string - 4 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
I am unsure what this link error means, but it is occuring in the NodeTree Constructor and Deconstructor. I am going to do some research on this issue, it could be the compiler settings are not set right. I am prety sure the code is good, but I wold't mind some other peoples thoughts.
I would like greet all my new virtual neighbors. I am new to this GameDev site, but I have been programming for about 7 years now. I still consider myself a student of the arts, and love to hear constructive criticism. I am currently working on One major project called the MSG engine, and to test out Ideas and methods I am working on some smaller Projects as well. I programm in C++ mainly (I know a few other languages: VB, Basic, Java, ActionScript for flash, html/java/php/sql/AJAX). I have made some demos with irrlicht and OpenGL, but am learning directX now. The MSG engine is going to be an engine I will use for my retail game titles that I wish to sell. I am making a few, quality games, that I will be posting as free titles to spread my name and also to get feedback on my ideas.
In my travels I have come across a problem that has always been an issue with developing quality 3D games. That proplem is quality 3D content. It is tough finding quality models that are rigged and ready to animate, for a reasonable price. I have tried sites like turbosqid, and they are great but they do not answer the demands of a full lenght full featured quality game. I was wondering if any on you guys have had this problem, and been able to resolve. I can model in 3D studio max, but I am not as good as I need to be for my games. The only real solution I see is hirring a contractor to make the desired content, wich cost an arm and a leg. Just wondering if there is something that maby I may have overlooked as an option.
well either way I am glad that I stumbled upon this site. Hope to talk to you guys soon. I really would like to be apart of a team!